Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Feb 13 6:48 pm)
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Bones can be applied to a group of objects (like deformers), that's why they deform the horns . So just parent them to the head bone and they shouldn't deform anymore . Later, you will have to set up skinning to avoid other strange deformations that may appear elsewhere on the model . And yes, you should set up more elaborate constraints to avoid the twisting problem . Also, manipulate the bones with care, they're very touchy ! I hope this helps, litst
Kelley, Joints, as a rule are notoriously tricky. When combined with bones, it can be a true nightmare. I've found that ball joints are hell with IK. Custom constraints, not so much but make sure that you have your ranges set up the way that you want and the rotation order in the right sequence, or you'll see your bones go crazy! BTW... never try to undo IK moves on joints. I've found it tends to screw up the initial positions of the bones. Another BTW.... REALLY COOl MODEL!!! Ken
I agree about the undo problem. I save often, but sometimes find myself in a bind when I'm setting-up the bones constraints. I use custom, and manipulate the bones by using the sliders within the constraint window. This way I can watch how each constraint affects the motion before I save again! (Wrestling with bones/constraits seems more difficult then wrestling this creature at times, but, once they are set, you can enjoy some REAL animatin'!) Good luck! Oh, and BYW, I agree... I'm looking forward to seeing this beastie walking around.
My, my! The things they don't tell you in the manual...and the "Spooky" tutorial worked out so well. Just when I thought that Bones was the answer to all my problems, I'm off on another roller-coaster learning curve!
litst: you say that bones can be applied to a group of objects...but in this case I can't see that they are. There are only four objects in this beast: two eyeballs, one set of horns...and all the rest. Head, body and legs are all one piece. I don't understand how moving the foot influences the horns.
As an experiment last night, I built a quick stick-man: head/torso/pelvis/two legs and feet...and installed bones in the torso and down both legs, with IK at each toe. Moving one toe dragged the other leg and foot around.
cckens: Yeah, I found out the hard way that you can't undo an IK constraint. In fact I'm wondering if I might be better off just setting up the constraints on how much a bone can move on which axis, then set up the walk cycle with the rotation cursor, forget about IK, and just duplicate the key frames in Sequencer?
Thanks for the advice and kind words on Beast.
Kelley, you could fix the horns deformation problem by defining the influence of the bones on them (know what i mean ? second tab of the Properties tray in the VM) . But that's not the way to go in your case, since the horns don't have to be influenced by any bone . Just detach the skeleton, ungroup everything and attach the skeleton to the body only . Then, parent the horns and the eyeballs to the bone of the head and it should work like a charm . BTW, i find that rotating bones one by one is much easier and less frustrating than setting up IKs with constraints, don't you think ? litst
I built a new Stick Man. [Not shown, but no booleans] The upper body problem went away, but the leg continued to deform when I rotated the hip bone on the X-axis. [No constraints of any kind applied] Again, I'm suddenly wondering if I should have started at the toe? Notice how the leg deforms depending on whether it's being swung forward or back. Same kept happening in Stick Man#2.
Do I need to adjust 'influences'? I'm hazy about why they exist from what I see in the manual. The default seems to be what I'm aiming for. Except that it's not happening.
Back to you guys!
Yes, this is typically the kind of deformations than must be fixed by setting up influences . But you must do this on a model that is fully boned ! BTW, if you add a bone going from the hip to the head to your stick man, you should notice less deformation, or even not at all . So, i'd suggest to set your bones right first, and then we can talk about influences, depending on the problems you'll have then . Oh, and no this doesn't come from booleans, at least i doubt it .
I'm thinking that whatever I'm doing wrong is at a very fundamental level.
Moving right along then: here's my fully boned Stick Man #2. SM2 is just a collection of primitives. Before I jump in and make a total cock-up of it, please give me some pointers on how to proceed.
I really appreciate all the help I've been getting here.
Is this all done as one vertex object? if so, it can be easier to adjust the bones influence in one way and harder in another. ;> (Sorry!) If it's all in one window it's easier to see what your affecting, but if they are separate primitives grouped together then it's easier to quickly de-influence sections. If a vertex is attached to multiple bones, then it can deform like in your earlier problems. Of course, being influenced by multiple bones is what makes it deform clean... when set-up! So, all this influence editng is done on a vertex level. Go into the vertex editing room, and then select one of the vertexes that is giving you a problem. The second button in the properties tray will list which bones are influencing that vertex, and what percentage each one is influencing it. This list will ALWAYS add up to 100%. (Kinda makes sense... yes?) If there is a bone called, "L_Thigh" then it shouldn't be influencing any of the head vertices. (You DID name the bones appropriatly... yes?) Play around with these settings on your model AFTER your bones are all set-up with their constraints and attached to your model. Hope this didn't make things worst for you! Good luck! :>
Nicholas86-- Animation? What, a still of Death doing his James Brown impression ain't enough for you? Well, let me finish his scythe at least. bluetone-- I didn't IK the bones, I just played with the rotations. I didn't set the constraints, partly because of laziness, and partly because I like to type in some of my angles, and that warning message that comes up when you have restraints set BUGS me.
"I sing bad!" (da-da, da-da, da-da, da) "You knew that I would!" (da-da, da-da, da-da, da) "I sinnnng bad!" (da-da, da-da, da-da, da) "I knew that I should!" (da-da, da-da, da-da, da) "So bad!" (da, da) "So sad!" (da, da) "I need beer!" (duh, duh, duh, da...)"OWWH!" (do, do-do, do-do-do douou, do, do-do, do-do-do-dooo...) "When I don't know... the WOOORDS! I just sing them off key! And, when I don't... see the scree-een! I just sing louder off key!" "I feeeel drunk!" (da-da, da-da, da-da, da) "I smell like a skunk!" (da-da, da-da, da-da, da) "I feee-eeeel drunk!" (da-da, da-da, da-da, da) "I'll probably sleep in my trunk!" (da-da, da-da, da-da, da) "The room spins!" (da, da) "No one wins!" (da, da) "I'm gonna fall!" (duh, duh, duh, CRASH!) "OWWH!"
What is interesting to me is the robe behavior around the legs. Remember, there are no legs to the vertex model, I just attached a set of bones that did have legs. The automatic treatment of the between-the-legs polygons is interesting. Although not perfect, it does create the illusion that the dude has legs under his robe. I really didn't expect that, and it was a neat surprise. I suspect that this effect could be improved by adjusting the vertices influences. Maybe increasing the influence of the hip bones slightly. Of course, for my purposes, he's good enough as is. But it's something you Realism Monsters might want to think about. Besides things like robes and skirts, it could make things like webbed fingers easier to do. HA! My turn to give YOU homework!
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I've put bones in this animal. There's an IK constraint at the tip of each toe. That's all. Why, when I lift the leg chain [I'm in the Left View] and try to shift it forward or back, does the chain twist in the air?The joints are all Ball Joints, as per the Carrara tutorial. Should they be constrained to a specific axis?
Also, the movement of the leg seriously deforms the horns. This really surprised me. The head/torso/tail and all of both legs are one piece, done in the Vertex Modeler. But the horns are seperate and just grouped with the animal.
Any thoughts?